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“It will cost what it will!” 2.0 GAME SCALE AND MAP
—Adalbert von Bredow, immediately before he led the famous
“Deathride” of the Prussian 12th Cavalry Brigade at Mars-La-Tour. 2.1 Scale
The game map depicts the area over which this campaign was
fought, stretching from the outskirts of Metz on the eastern board
1.0 INTRODUCTION edge to the Yron River valley on the western edge. Each map hex is
On the morning of August 16th, 1870 at the Gravelotte crossroads approximately 500 yards across. Regular Infantry and Cavalry units
outside the fortress of Metz, Napoleon III (Emperor of the French represent Brigades. Infantry Detachments (3.4) are groups of bat-
Second Empire) turned over command of the Army of the Rhine talions or regiments operating independently of their parent units.
to a reluctant Marshal Francois Achille Bazaine. The Army of Artillery units represent division and corps organizational groupings
the Rhine, the last intact field army and already the last hope for of batteries and Mitrailleuse units (4.3) are single batteries. Each
France during the two-week old Franco-Prussian War, was gathered HQ unit (3.5) represents the corps or division commander, his staff
around the protection of the Metz fortress complex. The Prussian and the associated logistical train. One Strength Point (3.1.3) equals
First and Second Armies were sweeping forward, hot on the heels about 600 infantry, 450 cavalry, 3 heavy cannon (12 lb.), 4 light
of the retiring French. But poor weather and a disorganized cavalry cannon (4 and 6 lb.) and 1.5 Mitrailleuse machineguns . One regular
screen allowed the French army to break contact with the pursuing Game Turn represents approximately one hour of real time, while
Prussians. Helmuth von Moltke, Chief of the Prussian General Evening and Deep Night Game Turns represent three hours each.
Staff, instructed his armies to wheel south of the fortress, cross the
Moselle River and attempt to catch the French in the flank. The only 2.2 Map Details
problem with this plan was—where were the French? The resulting There are numerous terrain features on the map that can have
two-day campaign produced some of the more remarkable battles movement and/or combat effects. Consult the Terrain Effects Chart
in military history—the Battles of Mars-La-Tour and Gravelotte-St. for details of these effects. Some special terrain features require
Privat. These two battles produced over 60,000 casualties, with further explanation, as follows:
each army suffering equally. 2.2.1 Elevations: There are four terrain
At Any Cost: Metz 1870 is a game simulating the situation west of elevation levels depicted on the map
the Metz fortress during those few days of August 1870. The game (from lowest to highest): Flat, Low,
is designed to be a playable, two-player brigade-scale game that Raised and High. Flat terrain is light tan,
allows players to experience the unique tactical warfare matchups Low is beige, Raised is greenish brown,
that characterized fighting during the Franco-Prussian War. Will and High is dark brown. Slopes are those hexsides that exist be-
YOU as the Prussian player be able to withstand an early severe tween two hexes with a one-level elevation difference; Steep Slopes
numerical disadvantage and use the audacity of the Prussian soldier are those hexsides (depicted with a darker color) between two
and artilleryman to win the day? Can YOU as the French player hexes with an elevation difference of two levels or more. Up Slope
overcome the lethargic and uninspired command structure of the is the movement through a Slope or Steep Slope hexside from the
Army of the Rhine and allow your tough and well-equipped infantry lower hex to the higher hex. Slope and Steep Slope hexsides are
to fight unhindered? important for Movement, Line of Sight and Combat purposes.
At Any Cost: Metz 1870 features the Blind Swords chit-pull system 2.2.2 Roads: Roads are the dominant
that emphasizes the three “FOW’s” of military conflict: fog-of-war, terrain feature for movement purposes
friction-of-war and fortunes-of-war. Unlike more traditional chit- when they appear in a hex. Units that
pull mechanisms, the Blind Swords system ensures that no combat move from one hex into an adjacent hex
units can be counted on, and conversely, none can be counted out. that is directly connected by the same
Road graphic are considered to be using that road and thus may
Strength Movement
Points Allowance
Strength Points Mitrailleuse indicator
Front Back
Commander’s Name Weight
Class
Indicator
Posture Movement
Allowance Light Medium Heavy
Command Rating Cavalry Cavalry Cavalry
© 2017 GMT Games, LLC
At Any Cost: Metz 3
benefit from the Road movement rates. There are two types of Road is a measure of the unit’s training, morale and experience. The
hexes—Minor Roads (tan-colored) and Major Roads (dark-gray higher the TCR of a unit, the more dependable and effective it is in
colored). Minor Road hexes cost all moving units only 1 Movement combat. The printed TCR is modified by the following conditions
Point, regardless of other terrain in the hexes or across a hexside and (and this modifier is listed on the associated marker) and applies
as long as no other unit is already in that Road hex. Major Roads in all cases where the modified TCR needs to be tested:
function the same way as Minor Roads, but also allow the use of the a. Unit is Shaken = reduce testing unit’s TCR by one (–1)
Road March Column (11.9) ability to qualified units moving only b. Unit is Disrupted = reduce testing unit’s TCR by two (–2)
from one Major Road hex to a connected Major Road hex.
c. Unit in a Hasty Works hex = increase testing unit’s TCR by one
2.2.3 Fortresses: The two Metz-complex (+1)
fortresses, Fort St. Quentin and Fort d. Unit in an Entrenchments hex = increase testing unit’s TCR by
Plappeville, require special rules consid- two (+2).
erations. These two Fortress hexes allow
3.1.3 Strength Points: A unit’s Strength Point value (SP) is the
only one unit and only a French unit may
number or letter on the bottom left of the counter. This represents
enter them. Fortress hexes, and any units in them, cannot be fired
the unit’s relative size and is used in Fire and Assault Combat
upon or assaulted by Prussian units. In addition, Prussian units that
resolution. A letter value of “C” represents “cadre strength” and is
come within 2 hexes or less of a Fortress hex and within normal
the equivalent of 1/2 SP. A unit’s effective SP can be modified by
LOS (8.1.2) can be fired at with its inherent 10 SPs of French ar-
certain game conditions, such as Fire Combat Range, Morale Hits,
tillery fire during the Fire Combat Step of the French Imperial
etc. A unit’s initial SP strength always includes adjustment for any
Guard Corps Activation (8.9).
applied Morale Hit marker as follows:
2.3 Rounding Convention a. Shaken marker = –1 SP
If there are any game calculations to be made regarding SP values, b. Disrupted marker = –2 SP
Movement Allowances, etc., maintain all fractions throughout the After the initial SP is determined for a unit, then multiply or divide
entire calculation and then drop any remaining fraction at the end. the SP for other causes. A unit whose printed SP value has been
Exception: a net SP value of “.51” to .99” is rounded down to modified to “0” or less cannot conduct Fire Combat or attack in
“.50” (and thus qualifies as a “C” SP value [3.1.3]). Net SP values Assault Combat (note that this is not the same as combat column
of “.49” and lower are treated as “0” SPs. shift effects, which are explained later).
EXAMPLE: If a unit’s SP value of 7 has to be halved twice for 3.1.3.1 Weight Class: Cavalry units have an additional Weight
various game conditions, it is halved the first time to 3.5 and the Class indicator with their SP entry. This is represented by a colored
second time to 1.75. The final adjusted SP value therefore is 1. circle around the SP, with a red circle for Heavy cavalry, a blue
circle for Medium cavalry and a green circle for Light cavalry.
The weight class category reflects the unit’s armament, protection,
3.0 GAME COMPONENTS equipment and relative size of its horses and is referenced when
3.1 Combat Units making a Cavalry Charge (11.6).
Combat units represent the fighting troops of each side and do not
3.1.3.2 Mitrailleuse units have an “M” superscript with
include HQs. The front side of each counter shows the unit at Fresh
their SP as a reminder of the unique status of these
(FR) status and the reverse side shows the unit after it has taken
units (4.3) and their special Fire Combat column shift.
significant combat losses and indicates its Battleworn (BW) status.
The BW side of a unit is displayed with a white stripe through the 3.1.4 Movement Allowance: The second number on the counter
center to distinguish it from the FR side. Note that Infantry De- is the unit’s Movement Allowance. A unit’s movement ability is
tachments (3.4) have two BW sides. Each counter displays game expressed in the number of total Movement Points (MPs) that can
information as follows. be spent during one Movement action. The Movement Allowance
can be adjusted by various game conditions.
3.1.1 Unit Identification: In the top bar of each counter, infantry
and cavalry units are identified by Brigade, or Division/Corps, or 3.1.4.1 Horse Artillery units have a “horse head”
Name/Division/Corps. Each corps, independent cavalry division or graphic displayed to the right of the Movement Al-
artillery reserve is termed a formation and has a distinctively-col- lowance. This is to remind players of their special
ored background to its Identification information. When an HQ “move and fire” ability (8.1).
activates, all units with the identical color to the HQ are activated
along with it. Infantry Detachments do not have a Brigade Number 3.1.4.2 Gravelotte St.-Privat (GSP) Units: There are
or Division Name—instead, each unit is individually lettered and eight special French unit counters that are only used
has “Detach” in the Division slot (17.0). in the two Gravelotte-St. Privat scenarios (Crisis on
the Left and Bloody Thursday). These units have a
Note: A unit’s Divisional affiliation is important for use with the unique “GSP” indicator on the right side of the counter. They
CIC Chits and some Event Chit actions. represent specific smaller units detached by the French army at that
3.1.2 Tactical Cohesion Rating: Displayed in a red box with yel- battle and are substituted for the normal unit counters as indicated
low font color is the unit’s Tactical Cohesion Rating (TCR). This in those scenarios.
© 2017 GMT Games, LLC
4 At Any Cost: Metz
EXAMPLE: The Prussian unit pictured on all units marked with the same color are activated along with it.
the left is the 7th Brigade of Weyhern’s
Division of II Corps. On its Fresh side it 3.5.2 Posture: Each side of the HQ counter lists a Posture, repre-
has a TCR of 8, has an SP of 6 and a senting the general operating orders of the formation. One side is
Movement Allowance of 4. Once flipped over to its Battleworn side, the Aggressive (A) side, which represents units being directed to
its TCR drops to 6, it has a lower SP of 3 and slows down to a deploy, engage the enemy and possibly launch an attack. The oppo-
Movement Allowance of 3. site side is the Defensive (D) side, simulating orders that command
units to form march columns, hold their positions and regroup. The
3.2 Combat Unit Types entire formation, except for its Out of Command units (7.5 and
There are four types of Combat units: Infantry (soldier), Cavalry 14.1), is considered to be operating under the Posture displayed on
(horseman), Artillery (cannon) and Mitrailleuse (machinegun). the face-up side of the HQ counter. Postures have various effects
Each type of Combat unit has unique capabilities that are detailed on play, as described in 7.0. Out of Command units are considered
in the relevant section of the rules. to be operating under an Out of Command Posture (14.1).
3.5.3 Command Rating: The Command Rating for the HQ is
3.3 Unit Status shown in a gray box and the unit has a different value on each side
Most units possess three Status levels: Fresh, Battleworn and Bro- of its counter. This number represents the relative command effi-
ken. A Combat unit showing its front (full-strength) side is in Fresh ciency of a formation’s headquarters for the Posture listed on that
(FR) status. A unit that has received a Casualty Hit is flipped to same side. An HQ that finds itself Overrun (11.11) automatically
its back (reduced-strength) side and is in Battleworn (BW) status. has a Command Rating of “0” and thus only units it is stacked with
If a unit fails a Break Test (10.0), it is removed from the map on are considered to be In Command (7.4).
its BW side and placed in the Eliminated Units Box on the map.
These units are in Broken status until they return to the game (via Note: Most Prussian HQs have higher Command Ratings on their
Rebuilding 13.3). Aggressive sides and the French HQs generally have higher Com-
mand Ratings on their Defensive sides.
Note: In At Any Cost, once a unit is on its BW side, it cannot be
flipped back over to its FR side during a “Battle” scenario. It is 3.5.4 Movement Allowance: This value is listed in white font to the
only possible to do so during an Overnight Game Turn (18.0) of a right of the Command Rating and represents the HQ’s movement
“Campaign” scenario by placing the unit in Bivouac status. ability in the same manner as a combat unit. An HQ is considered
to be “Infantry” for terrain movement costs.
3.4 Infantry Detachments
Infantry Detachments represent smaller
groups of troops (regiments and battalions)
that are formed by breaking down the
larger brigade units (17.0). Each Prussian
corps has five Infantry Detachments (labeled “A” through “E”) and The French HQ pictured is the III Corps headquarters under LeB-
each French corps has two such units (labeled “A” and “B”). An oeuf. All French units with a red band on the top of their counters
Infantry Detachment has the same counter layout as normal infan- belong to this formation and will activate along with this HQ.
try units and also functions the same way. The only difference is When in “A” Posture, its Command Rating is 2 and when in “D”
that because of their smaller size, these units only have a BW Posture, the Command Rating is 3. The Movement Allowance of
side—there is no FR side. Each side of the counter represents a the unit is 4, regardless of the Posture.
differently-sized detachment. In addition, they have a higher Move-
ment Allowance than the corresponding infantry units of their side 3.6 Game Markers
because of their greater flexibility. Infantry Detachments may not be Game markers are used to note certain game conditions and are
Rebuilt (13.3) once Broken in a “Battle” scenario. placed as instructed by the relevant rules section. It is suggested
that players place relevant markers under the affected unit to keep
3.5 HQ Units the identity of units clear to each side and to hide the condition of
The HQ counters represent a corps or division general, his staff the unit from the opposing player. Players need not reveal game
and the core of the logistical train for his formation. HQs are not markers until the time that the condition they represent affects play.
Combat units and thus do not have an SP or TCR value and cannot
engage in any combat. By the same token, these units do not have
an FR or BW side.
Each HQ counter displays game information as follows:
3.5.1 Unit Identification: HQs are identified by the name of the 3.6.1 Morale Hit Markers: These markers indicate when a unit
commander on top and the formation’s Corps Number or indepen- is suffering from a temporary loss of cohesion and “elan” due
dent Division Number inside the national flag. The top of the HQ to receiving one or more Morale Hits (9.2). The markers have
counter has a distinctively-colored band that matches the color of “Shaken!” printed on one side and “Disrupted!” on the other side.
the combat units in that HQ’s formation. When an HQ activates, A unit with a Shaken marker is said to be a Shaken Unit and has
its SP and TCR each reduced by one (–1). A unit with a Disrupted
© 2017 GMT Games, LLC
At Any Cost: Metz 5
marker is said to be a Disrupted Unit and has its SP and TCR each 4.1.1 Only one Fresh infantry brigade-sized unit may be in a hex
reduced by two (–2). These markers can be flipped or removed (i.e., any non-Infantry Detachment infantry unit). It may be stacked
through Recovery (13.2). with one other unit, but not another Fresh infantry brigade. The
unit may be stacked with a Battleworn infantry brigade-sized unit.
4.1.2 HQs and Mitrailleuse units may stack freely—there is no
limit to how many of these types of units can be stacked in a hex.
4.1.3 Markers of any kind stack freely—there is no limit to the
3.6.2 Ammunition Problem Markers: These markers are applied number of markers that can be in a hex.
when a unit suffers an “Ammunition Problem” result while issuing
Fire Combat (8.8). The markers have “Low Ammo” on the front 4.1.4 The stacking limit can be temporarily exceeded as units pass
side and “Rationed Ammo” on the reverse side. A Low Ammo through hexes with other units during movement (however, see
marker causes a two-column shift left modifier when issuing Fire Road Movement below), but they cannot end their moves in an
Combat (only) and a Rationed Ammo causes a four-column shift over-stacked situation.
left modifier when issuing Fire Combat. These markers can also
be flipped or removed through Recovery (13.2). 4.2 Road Movement
Units wishing to use the Road movement rate bonus may not stack
3.6.3 Miscellaneous Markers: There are numerous other markers at any point of their movement along the Road, except if such a hex
used in the game—the “Game Turn” marker, the “Leader Casualty” is occupied only by units or markers that stack freely. If they do
marker, etc.—which are explained in their relevant sections. move into a hex with another eligible unit(s), they may not use the
1 MP Road rate nor may they use the Road March Column bonus
3.7 Chits movement (11.9) in that hex. Instead, the moving unit must use
Chits are the counters that are drawn from an opaque container and the MP cost of the other terrain in the hex (i.e., as if the Road was
tell the players which formation will be activated next or which not there). Note that this means that a unit can begin its move in
Event can be enacted. There are four types of chits: Activation a stack, but must travel individually in order to use the Road rate.
Chits (6.1), Commander-in-Chief (CIC) Chits (6.2), Event Chits
(6.3) and the Fortunes of War Chit (6.4). DESIGN NOTE: Essentially, the road is clogged with traffic and
the moving units must leave the road temporarily to go around the
3.8 Player Aids blocking units. Note that this is an intentionally simple rule—we
Each player receives a copy of the General Player Aid card, con- are erring in the direction of making proper road march manage-
taining the Sequence of Play, Terrain Effects Chart, etc. and another ment an issue for the player to deal with, but in a playable manner.
card with the Combat Results Tables and all necessary shifts and
modifiers listed that are needed to resolve Fire and Assault Combat. 4.3 Mitrailleuse Batteries
Mitrailleuse units are actually sub-units to their parent
3.9 Scenario Game Tracks artillery units. The parent artillery unit has the same
The Scenario Game Track cards display all the game tracks and Division Name designation in its Unit ID as its asso-
reminder notes that are necessary for playing the corresponding ciated Mitrailleuse unit. The French player must al-
scenario. These should be kept in an area where both players can ways keep the two units stacked together, with the Mitrailleuse unit
easily reference the track information. Various game markers are directly under the parent artillery unit. The two counters are treat-
placed on these tracks during play. ed as one combined unit for all purposes (including SP totals,
stacking, Abandoning Position, application of enemy combat re-
3.10 Draw Cup sults, Morale Hits, Rebuilding attempts, etc.) except when issuing
Players must provide an opaque container (a cup, glass or bowl) Fire Combat (see 8.7). During Fire Combat, the Mitrailleuse fires
from which the game’s chits are blindly drawn. separately from the artillery unit. By the same token, any Ammu-
nition Problem results (see 8.8) are tracked separately for the two
3.11 Dice units (so one or the other could be carrying a “Low Ammo” or
The game includes four ten-sided dice (D10’s): one red, one gray “Rationed Ammo” marker while the other does not). Place any
and two white. The French player takes the red and white dice while Morale Hit marker (which will affect both units equally) under the
the Prussian player takes the gray and white dice. The “0” result Mitrailleuse unit—an Ammo Problems marker is placed only under
on the D10’s is to be read as a “10”. the affected unit.
EXAMPLE: If a Fresh artillery unit stacked with its Fresh Mitrail-
4.0 STACKING leuse unit takes a Casualty Hit, both units are flipped over to their
Battleworn sides. When firing, resolve the two units’ fire separately
4.1 Stacking Limit and if, for example, the artillery unit achieves a ”Low Ammo”
Stacking refers to the number of units that may occupy the same result, place the relevant marker only under the artillery unit.
hex. Generally, a maximum of two units may be in a single hex at
the end of a unit’s movement or at the end of any Phase or Step. 4.4 Fortresses
There are a few exceptions. Fortress hexes allow only one combat unit in each hex and only
French units may enter a Fortress hex.
© 2017 GMT Games, LLC
6 At Any Cost: Metz
5.2.1 If the drawn chit is an Activation Chit or a CIC
5.0 SEQUENCE OF PLAY Chit, all eligible units as indicated by the chit are
Each Game Turn of At Any Cost: Metz 1870 is played in a series “activated”. Proceed to the Activation Phase. After all
of Phases and Steps, each of which must be completed before activated units have completed Steps “a” through “f”
proceeding to the next Phase or Step. When the last Step of the last of the phase, the drawn chit is placed aside for this Game Turn and
Phase is concluded, a Game Turn is finished and play proceeds to the next chit is drawn.
the following Game Turn. If it is the last Game Turn of the scenario,
players reference the Victory Determination procedures. Game play 5.2.2 If the drawn chit is an Event Chit, the player who
proceeds in the following sequence: owns that chit enacts that Event per 6.3. The drawn
Event Chit is either held, immediately applied, placed
1. PLANNING PHASE in the Command Event area or placed out of play
2. CHIT DRAW PHASE depending on how it is enacted. Once the status of the Event Chit
is determined, the next chit is drawn.
3. ACTIVATION PHASE
a. HQ Command Step 5.2.3 If the drawn chit is the Fortunes of War Chit, the
b. Fire Combat Step effect of the chit is resolved and applied immediately
(or is made note of as indicated). Once the status of
c. Movement Step
the Fortunes of War Chit is determined, the next chit
d. Assault Combat Step is drawn.
e. Rally Step
f. Out of Command Step 5.3 Activation Phase
If the drawn chit is any Activation or CIC Chit all eligible units
4. END TURN PHASE belonging to the indicated HQ or chosen Division (6.2.1) are acti-
a. French Command Event Step vated. All activated units then conduct the following six Steps in
b. Prussian Command Event Step the order shown. Activated units must complete each Step before
c. Victory Determination Step continuing to the next one:
d. Housekeeping Step a. HQ Command Step: the owning player chooses a Posture (7.0)
for the activated HQ. The player then determines which units
5.1 Planning Phase are In Command (7.4) and which are Out of Command (7.5),
At the start of each Game Turn (and for most, but not all, scenari- placing an “Out of Command” marker on each of those units.
os) both players gather their eleven Event Chits together and then b. Fire Combat Step: eligible In Command units issue Fire
secretly select any one Event Chit (6.3) to place immediately into Combat (8.0).
the Draw Cup—this is the Planned Event chit. The Planned Event c. Movement Step: eligible In Command units conduct movement
chit can be any Event Chit of the player’s choosing. Players then (11.0).
simultaneously drop this selected chit directly into the Draw Cup. d. Assault Combat Step: eligible In Command units conduct and
Each player then flips all his remaining Event Chits over to their resolve Assault Combat (12.0).
“Command Event” sides and mixes them up. The players then e. Rally Step: eligible In Command units may Regroup or Rebuild
each randomly select five of their remaining Event Chits (without (13.0).
looking at their Event description sides) and simultaneously place
them into the Draw Cup. The remaining five Event Chits are placed f. Out of Command Step: each Out of Command unit, in any
aside and will not participate in the current Game Turn. They cannot order, has its OOC marker revealed and immediately follows
be referenced for the remainder of the turn and remain unknown the resulting instructions.
to the players until the end of the turn. After the Out of Command Step, the drawn Activation / CIC Chit
Note: This procedure may change slightly with each scenario, as is placed aside and out of play for the remainder of this Game
detailed in that section of the Play Book. Turn. Players then return to the Chit Draw Phase unless there are
no chits left in the cup. In that case, proceed to the End Turn Phase.
Next, both players determine which Activation Chits (6.1) and CIC
Chits (6.2) are available this Game Turn (per the scenario instruc- 5.4 End Turn Phase
tions and any applicable Command Event procedures) and place After all chits have been drawn from the cup and acted upon, both
all such chits into the Draw Cup. Finally, the Fortunes of War Chit players conduct the following four Steps in order:
(6.4) is added to the cup (unless the scenario being played does not
a. French Command Event Step: the French player resolves the
use it). The player assigned to draw chits this turn (5.2) shakes up
appropriate Command Event Track effects, if any (15.1). In some
the Draw Cup and places it nearby for easy access.
scenarios, other activities may also be performed in this step.
5.2 Chit Draw Phase b. Prussian Command Event Step: the Prussian player resolves
One of the players (the Prussian player on even-numbered turns the appropriate Command Event Track effects, if any (15.2).
and the French player on odd-numbered turns) randomly draws one In some scenarios, other activities may also be performed in
chit from the Draw Cup. Game play proceeds as follows. this step.
6.2 Commander-in-Chief (CIC) Chits Continuing the above example, if the III Corps Artillery unit was
There are two CIC chits that provide a special Activation oppor- in hex 1823, it could not be included as part of the Stulpnagel
tunity for each side and are available as instructed by the specific Grouped Division. If the Prussian player wanted to issue fire with
scenario being played. The Prussians have the Prussian General that unit, then it alone could be activated with the CIC chit, but no
Staff chit and the French have the Marshal Bazaine chit. These other unit could be included in that activation.
chits are implemented when drawn as indicated below. After this
6.2.2 Marshal Bazaine Chit: This chit must be played
special activation is finished, the CIC chit is discarded for the
immediately when drawn (note that this is different
turn. Note that units that are activated by these special chits and
than the Prussian CIC chit). The French player may
have not yet activated this turn can still be activated normally later
select any one unit or Grouped Division to activate,
without penalty. Likewise, units that have already activated may
even if it has already activated this turn. The chosen units then
do so again with this chit.
proceed in the same manner as with the Prussian General Staff chit
6.2.1 Prussian General Staff: This chit may be played (above).
immediately when drawn or held until later in the turn Note: In most scenarios this chit is not available to the French play-
and played at the start of any Chit Draw Phase this er unless he earns it by successful use of the French Offensive Spirit
same Game Turn (i.e., before the regular chit is drawn). Command Event procedure (see specific scenario instructions).
The Prussian player may then select any one Prussian unit or
Grouped Division to activate. 6.3 Event Chits
The front side of each Event Chit lists a
A Grouped Division consists of units from the same division,
game event which can be used by the
including any Divisional Artillery units, each of which is located
owning player at an eligible time; the back
within two hexes of at least one other unit from that same division.
of every Event Chit lists the text “Com-
Units outside that distance cannot be used with this group activation.
mand Event”. When drawn, the Event Chit applies only to the
Exception: If the player is activating a Corps-attached Cavalry player who owns it (blue = French, gray = Prussian). If playing a
Division, he may also include an eligible Corps Horse Artillery scenario that uses Command Events, the owning player immedi-
unit along with that Grouped Division. ately decides which side of the chit he will use—either the one on
This special activation can be also used on a unit(s) of any one the front of the chit (the Unique Event) or the one on the back (the
selected Division that is entirely or in part located in the Available Command Event). The player must commit to this choice now and
to Rebuild Box. All Division units in that box are considered to cannot re-designate a chit that has already been declared as a
be their own Grouped Division. By the same token, all units of a Unique or Command Event Chit. If not playing a scenario with
Division that are arriving this turn as a Reinforcement also can be Command Events, ignore that side of the chit and use only the
considered their own Grouped Division and be brought on together. Unique Event procedures.
© 2017 GMT Games, LLC
8 At Any Cost: Metz
EXAMPLE: If the French player draws the “Beaten Zone” Event 6.4 Fortunes of War Chit
chit, decides to use it for its Unique Event and hold it to use later This chit is normally available, depending
in the turn to fire at some approaching Prussian units, he cannot on the scenario being played. When the
later decide to place it on a French Command Event Track (even Fortunes of War Chit is drawn, the
if he holds it and never gets to use it for its Beaten Zone effect). non-drawing player rolls 1d10 and checks
the following table to determine how the chit is implemented:
The player then follows the instructions to implement that event
(which may include holding it for use later that same Game Turn). 1 = Wayward French Unit (a)
There is no limit to how many individual chits can be played at 2 = Wayward Prussian Unit (b)
the same time, as long as each play is an otherwise legal use of 3 – 5 = Degrade the Next Chit (c)
the chit. Whenever the Event Chit is used and resolved, the chit 6 – 8 = Enhance the Next Chit (d)
is placed out of play for the remainder of the current Game Turn. 9 = Leader Casualty (e)
0 = Lull in the Battle (f)
Results are applied as follows:
a. Wayward French Unit: The Prussian player may move any one
French unit (Combat or HQ) on the map, one hex in any direction
he chooses. This must be a legal move per the normal Movement
and Stacking rules but a unit cannot be moved off the map. If moved
adjacent to an enemy unit, normal Defensive Fire occurs (11.4).
6.3.1 Unique Event Chits: The front side of the Event Chit con-
tains a Unique Event. Each Unique Event is used differently by the b. Wayward Prussian Unit: The French player may move any one
owning player. Exactly how and when such an event can be used is Prussian unit (Combat or HQ) on the map, one hex in any direction
detailed in the Unique Event Descriptions on each player’s Player he chooses. This must be a legal move per the normal Movement
Aid card. Unique Events come in three types: and Stacking rules but a unit cannot be moved off the map. If moved
adjacent to an enemy unit, normal Defensive Fire occurs (11.4).
a. Play Immediately: The Event must be played immediately if
used as a Unique Event—it cannot be held until later in the turn. c. Degrade the Next Chit: Place the Fortunes of War chit on its
There are four such Events: Auftragstaktik, Bazaine’s Malaise, “Degrade Next Chit” side next to the draw cup as a reminder.
Feu de Bataillon and Prussian Aggressive Tactics. • If the next chit drawn is an Event Chit, it is discarded for the turn
b. Play Immediately or Hold: The Event can be played with no effect.
immediately (as above) or held for later use (as below), to be • If the next chit drawn is an Activation Chit or a CIC Chit, the
played at any eligible time (ex: A Cloud of Skirmishers); activated formation’s HQ must be placed in Defensive Posture
c. Hold: The Event must be held and can be played only at any and units that are then In Command may only conduct the Fire
eligible time (ex: Command Initiative). The chit is placed face- Combat Step. Out of Command units may not issue Fire Combat
down in front of the owning player. and are not given OOC markers (because there is no Out of
For events that can be played at any eligible time during the Command Step). All other Steps of the Activation Phase are
Activation Phase, this literally means at any eligible time. The ignored and are not performed by the activated formation. The
holding player simply stops play and announces he would like to CIC chit still allows the selection of an eligible unit or Grouped
play a chit. If both players wish to simultaneously play a chit(s), Division, but all other procedures are then superseded by the
the Prussian player goes first with all his eligible Events. The event degraded effects. In the case of a degraded Prussian CIC Chit,
is then carried out—results are applied and play resumes where it it must be played immediately—it may not be held for later.
left off. In cases of Opportunity Fire ability (Krupp’s Guns, Beat- d. Enhance the Next Chit: Place the Fortunes of War chit on its
en Zone and A Cloud of Skirmishers), see 11.5 for further details “Enhance Next Chit” side next to the draw cup.
on exact procedures. Any Unique Events that can and wish to be • If the next chit drawn is an Event Chit, the owning player also
played must be used before play proceeds to the End Turn Phase. gets an immediate and free Krupp’s Guns Event (if Prussian) or
Otherwise they are lost to the holding player. Beaten Zone Event (if French) in addition to the drawn Event
Chit. The additional, free Event must be used immediately but
6.3.2 Command Event Chits: The back side of the
can be used either before or after the drawn Event Chit.
Event Chit represents the Command Event. When an
Event Chit is drawn, the owning player may opt to use • If the next chit is an Activation or CIC Chit, the owning player
the chit for its Command Event instead of its Unique does not need to assign a Posture to the activated formation.
Event (all Event chits can be used for the Command Event side). Instead, it gets a Special Posture, which allows all the benefits
If he chooses to do so, he immediately places the chit on the ap- of both normal Postures, and the HQ is simply flipped to its
propriate track, depending on which of the Command Event types greater Command Rating side. The Special Posture means that
he wishes to influence and which scenario is being played. Each the activated formation may use the Combat allowances of the
Command Event is used differently by the owning player and is Aggressive Posture plus it can use the Road March Column
detailed in the Command Event Descriptions of each scenario. bonus, build Earthworks and Rally per the Defensive Posture.
Roadbound Units Exception: If there is a string of adjacent OOC 8.1.2.1 Firing unit and Target unit are on same elevation.
units all of which are occupying connected Road hexes (of either a. Any Intervening Hex that is higher than both units will Block
type), then only place one OOC marker in the hex at the head of the the fire.
column. This one marker will determine the effect for all connected b. If all Intervening Hexes are lower than both units, any Intervening
OOC units in that roadbound column. Adjacent OOC units that are Hex with Forest, Forested or Town terrain or containing any unit
not actually on a Road hex cannot be included in the group. (friendly or enemy) causes an Obscured LOS;
Important: Note that OOC units are not activated with In Command c. If any Intervening Hex is at the same level as both units, the
units. OOC units remain on the map and may not conduct any LOS is Blocked if there is any Forest, Forested, Farm or Town
activities until the Out of Command Step. During that step, each terrain or any unit in that hex.
OOC marker is flipped over (if more than one, the owning players 8.1.2.2 Firing unit is at lower elevation than Target unit.
chooses the order of activation) and enacted. a. Any Intervening Hex that is higher than both units will Block
Option: If players wish to use a different method of selecting the the fire.
OOC marker, get a second cup. Place all the OOC markers in that b. If all Intervening Hexes are lower than both units, any Intervening
cup and keep it nearby both players. During a player’s HQ Com- Hex with Forest, Forested or Town terrain or containing any unit
mand Step when OOC hexes are identified, the opposing player (friendly or enemy) causes an Obscured LOS.
draws the OOC markers from the cup without the active player c. If any Intervening Hex is at the same level as the Firing unit,
seeing the actual marker drawn. He then places the chit—“?” side such a hex with Forest, Forested or Town terrain or any unit will
face up—on the hex(es) in question. cause an Obscured LOS.
d. If any Intervening Hex is at the same level as the Target unit,
such a hex with Forest, Forested, Farm or Town terrain or any
8.0 FIRE COMBAT unit will Block the fire.
8.1 Fire Eligibility
8.1.2.3 Firing unit is at higher elevation than Target unit.
The second step in the Activation Phase is the Fire Combat Step.
a. Any Intervening Hex that is higher than both units will Block
Fire Combat is voluntary and can only be conducted by active units
the fire.
during the Fire Combat Step, attacked units issuing Defensive Fire
during the enemy’s Movement Step, or any unit using an Event b. If all Intervening Hexes are lower than both units, any
Chit allowing such fire. Cavalry and HQs may not conduct Fire Intervening Hex with Forest, Forested or Town terrain or any
Combat. Units normally issue Fire Combat individually (however, unit (friendly or enemy) causes an Obscured LOS.
see Combined Unit Fire, 8.1.4 below) and each fire is resolved c. If any Intervening Hex is at the same level as the Firing unit,
completely before moving to the next unit. A unit can only fire once such an Intervening Hex with Forest, Forested, Farm or Town
in the Fire Combat Step or due to an Event, but numerous times terrain or any unit will Block the fire.
when conducting Defensive Fire. Enemy units can be targeted a d. If any Intervening Hex is at the same level as the Target unit,
multiple number of times by different units firing. such an Intervening Hex with Forest, Forested or Town terrain
or any unit causes an Obscured LOS.
Fire Combat eligibility cases are as follows:
If a LOS passes exactly along a hexside, the LOS is affected by
8.1.1 Minimum SP: A unit must have an initial modified SP value the most disadvantageous case presented (to the firer) by the two
of at least 1/2 SP in order to issue Fire Combat (3.1.3). That does adjacent hexes.
not include any possible later column shifts.
Note: There are no “blind zones” or any similar LOS devices
© 2017 GMT Games, LLC
At Any Cost: Metz 11
used in this game as in some others. The terrain in this area is b. Extended Range is the longer range and is less efficient than
predominantly gently sloped and rather gradual and unintimidat- Effective Range fire. A unit firing at Extended Range uses only
ing. So be aware that as long as there are no intervening physical half of its initial SPs.
obstacles, as indicated above, units can see uphill at units even if c. Canister Range is available to artillery units (but not Mitrailleuse
they are “set back” on the ridge and vice-versa. It is a very open, units) firing at a target unit in an adjacent hex and increases
viewer-friendly environment. the firing unit’s SPs by an additional 50% (with a minimum
increase of +1 SP).
8.1.4 Combined Unit Fire: Units of the same type (infantry or
artillery) stacked in the same hex firing at the same target may
add their eligible SPs together into one combined SP total. For the
purpose of combining firing SPs only, infantry and Mitrailleuse
units may add their SPs together into one total (as if they are of
the same type).
8.1.5 HQs cannot be targeted separately and are never affected by
Fire Combat.
8.1.6 Artillery Mobility: Most artillery units that fire
in the Fire Combat Step may not move in the subse-
quent Movement Step (place an “Artillery Fired”
marker on them as a reminder). Horse Artillery units
(3.1.4.1) have the option to fire with half of their normal SPs and
still move during the following Movement Step but with only half
of their Movement Allowance (place a “Horse Artillery 1/2 Fire,
1/2 Move” marker on the unit if this option is chosen).
Note: Opportunity Fire events are used to harass an opponent’s 11.6.1 Cavalry Charge Weight Bonus: A cavalry unit that con-
moving unit, soften up a target ahead of one’s own assault, etc. ducts a Charge Move will increase its SPs in that Assault Combat
The Event Chit always takes precedence over whatever other depending on its Weight Class, as follows:
action is happening, essentially interrupting that action until the • Light Cavalry = +1 SP
effect of the chit is carried out. Opportunity Fire Event Chits can • Medium Cavalry = +50% SPs (with a minimum increase of +1
even be enacted while other Event Chits are being resolved. SP)
EXAMPLE: If the Prussian player is playing the Auftragstaktik • Heavy Cavalry = 2x SPs (with a minimum increase of +1 SP)
Event Chit, the French player could use the Beaten Zone Chit to 11.6.2 Charge Disorganization: A cavalry unit that conducts a
interrupt the movement and take a shot at the advancing Prussian Charge Move, including a Countercharge (11.7) or Opportunity
unit before it even moves. Charge (11.8), is always given a Morale Hit at the conclusion of
the Assault Combat Step and after any Breakthrough Move (12.9).
Note: Please be aware that cavalry units are not required to attempt
a Charge Move to conduct Assault Combat—the charge simply
Note: This maneuver allows an adjacent-hex charge (which is not EXAMPLE: Prussian units are scheduled to arrive at hex #1429
normally allowed for a Charge Move) because we’re assuming on the 12:00 pm Game Turn and the French have a force in hex
here that the Opportunity Charging Cavalry is actually already #1428, the Prussian player may elect to delay the arrival of these
underway in order to intercept the enemy. units until the 1:00 pm turn. He could then bring them on either
at hex #1729 (entering units at #1629, #1729 and/or #1829) or
© 2017 GMT Games, LLC
At Any Cost: Metz 17
even #1129 (entering units at #1029, #1129 and/or #1229). If he target units in the Defending Hex. The attacking units in the Sup-
chose #1729 and there were then French units in or adjacent to port Assault Hexes are used only to figure any column shifts for
that hex, he could delay the arrival another full game turn and total “odds” (12.5a) and to identify units eligible to create a Flank
have his units arrive at 2:00 pm at hex #2029 (entering at #1929, Attack (12.6) and conduct a Breakthrough Move (12.9).
#2029 and/or #2129).
12.3 Abandoning Position
11.11 Overrun HQ Units In some cases, defending units who are the target of an Assault
Should a lone HQ find itself adjacent to an enemy Combat may opt to retire and abandon their position before the
Combat unit at the conclusion of the enemy’s move combat is resolved. These situations are as follows:
(i.e., after any Defensive Fire), the HQ is Overrun. a. Cavalry Withdrawal Before Combat: A defending cavalry
Simply pick up the HQ and stack it with the nearest unit, assaulted by infantry units only or by other cavalry units that
friendly unit. An HQ so displaced has a “0” Command Rating for are all of a heavier Weight Class than it (this includes units in both
the remainder of this turn (place an “HQ Overrun” marker on the the Lead Assault and Support Assault Hexes), may opt to Retreat
counter as a reminder). The HQ returns to normal at the end of the Move one or two hexes (12.8) rather than stand for the combat.
turn—remove the marker during the Housekeeping Step. This option is still available if the eligible cavalry unit is part of a
mixed-type stack. All other rules apply normally. However, if the
defending cavalry unit elects to Countercharge (11.7) or Opportu-
12.0 ASSAULT COMBAT nity Charge (11.8), it then foregoes the Cavalry Withdrawal option
12.1 Assault Combat Eligibility and the Assault Combat must be fought to conclusion.
Assault Combat normally occurs during the Assault Combat Step
b. Infantry and/or Artillery Withdrawal Before Combat: These
and is completely voluntary. It can be conducted by all eligible
types of units may also opt to Retreat Move one hex before an Assault
units in hexes adjacent to an enemy target hex. Only units under
Combat is resolved, but by doing so one Retreating unit (the largest
an Aggressive (A) Posture or as allowed by a specific Event Chit
SP unit, owning player’s choice if more than one unit is eligible)
or OOC marker may conduct an Assault Combat. Artillery units
must first take one Morale Hit (9.2), applied normally. After applying
may never use Assault Combat. Lone HQs may not conduct, or
the hit, units in the hex may be retreated per the regular Retreat rule
be the target of, an Assault Combat. Cavalry Charges result in a
parameters (12.8). However, if these units are being assaulted by
mandatory Assault Combat. Note that Cavalry units may Assault
any Charging Cavalry unit (even if only a part of all the assaulting
normally—they are not required to conduct a Charge Move.
units), then the Abandoning Position option is not available and the
Note: Be aware that units which issued Fire Combat earlier in targeted units must remain in the Defensive Hex.
the turn can still conduct an Assault Combat later in the turn if
In all cases where the defending units leave the Defending Hex
otherwise eligible to do so. Laying down fire on the enemy to first
vacant due to exercising the Abandoning Position option, the attack-
“soften them up” is part of the tactics of the era.
ing units may conduct a normal Breakthrough Movement (12.9).
12.2 Assault Combat Procedure
At the start of the Assault Combat Step, the active
12.4 Assault Combat SP Adjustment
Attacking and defending units use their modified SP values for the
player announces all units that are assaulting an adja-
Assault Differential calculation. In addition to the normal SP modi-
cent, targeted enemy hex and marks them with an
fications, the following SP adjustments are also made if applicable:
“Assault” marker, pointing the marker at the assaulted
hex. These marked units are now committed to attacking the indi- • Cavalry Charge Weight Bonus—11.6.1
cated target hex. The active player then resolves each separate Assault • Artillery and Mitrailleuse unit SPs are halved when defending
Combat in any order desired. He first selects the Lead Assault Hex, in Assault Combat.
which can be any one of the hexes containing one or more assaulting Note: Artillery and Mitrailleuse units caught in melee combat are
units (exception: a hex containing a Charging Cavalry unit must be under an extreme disadvantage. Keep them protected.
the Lead Assault Hex). The other assaulting hexes, if any, are Support
Assault Hexes. The attacked hex is called the Defending Hex. 12.5 Assault Differential Column Shifts
The initial Assault Differential Column may be shifted to the left
The player adds together all the adjusted SPs (12.4) of the unit(s)
or right depending on various applicable conditions. These shifts
in the Lead Assault Hex (only) and then subtracts the total SPs of
are cumulative and all shifts are calculated together to achieve one
all the unit(s) in the Defending Hex. This will produce the Assault
net total shift before referencing the ACRT. Possible column shifts
Differential (AD), which can be negative. Locate the column that
are detailed as follows:
contains the calculated AD on the Assault Combat Results Table
(ACRT). Then check the listed column shift adjustments (12.5) to a. SP Odds Adjustment: For purposes of determining this column
see if any of the situations apply. If so, shift the AD column to the shift only, total the modified SPs of all assaulting units (i.e. the
left or right as indicated. Then finally roll 1d10 and cross reference attacking units in both the Lead and Support Assault Hexes)
the die roll result with the net AD column to get the combat’s result. and compare this sum to the total modified Defending Unit
SPs. Express these totals as a ratio (ex: 2 to 1, etc.). If the ratio
Note: Take special note that the Assault Differential is calculated
of Attacking SPs to Defending SPs is:
only between the attacking units in the Lead Assault Hex and the
19.2 Regular Battles During the Planning Phase, Wilhelm elects to place a Krupp’s Guns
The “Battle” scenarios will list each side’s Automatic Victory Event chit into the cup as his Planned Event and Pierre places his
Condition, which if achieved by that side ends the game during the Battlefield Conditions chit as his Planned Event. They both then
subsequent End Turn Phase in a victory for the side fulfilling the mix up the remaining Event chits and place the appropriate number
condition. If an Automatic Victory is not achieved, both sides will into the draw cup. Added to this is the Fortunes of War chit, the
have Mandatory Conditions that must be met to have a chance to Prussian CIC chit (the French CIC chit did not make it into the cup
win the scenario. These are locations that must be controlled by that this turn) and the necessary Activation Chits for all the formations
side, regardless of other circumstances (other than an Automatic on the entire map.
Victory). Control of hexes is determined by the nationality of the The first chit drawn is a Beaten Zone Event chit and
last unit to enter the hex or hexes in question (use the appropriate Pierre decides to hold it, anticipating an attack on
“Control” markers provided to help note ownership when unclear). Flavigny later in the turn. The next chit drawn is the
If the Mandatory Conditions are not met, that side cannot win the Prussian X Corps Activation chit and Wilhelm con-
game. If they are met, then proceed to the Victory Determination ducts his actions with units of that corps elsewhere on the map.
Conditions. The Victory Determination Conditions is a list of hexes The 39/KrKo/X brigade is part of X Corps but is currently Out of
that can be controlled by either side. The side controlling the greater Command. Pierre draws an OOC marker and places it on the bri-
number of those hexes wins the game (note that there cannot be a gade’s hex facedown. At the end of the activation of In Command
tie because of the odd number of eligible hexes). X Corps units, Wilhelm turns over the OOC marker and sees that
it says “Cautious”. This allows half movement for the unit and he
19.3 Campaigns decides to break down the brigade into two smaller Infantry De-
The “Campaign” scenarios determine their winner by how many
tachments in order to infiltrate the gap in the French lines. He re-
Victory Points the French player (only) can score over the course of
moves the 39/KrKo/X unit from the map and places it aside, re-
the campaign days. Both sides also have an Automatic Loss condi-
placing it with two X Corps Infantry Detachment units—the 4-5
tion which, if reached, will lose the game for that side immediately.
side of the “B” unit and the 2-5 side of the “A” unit. Both units can
then move, but only up to 2 MPs due to the OOC marker. The “B”